11.25 Vivimancy

Manipulate life energy to aid allies or harm foes.

11.25.1 Cantrips

Ablate Vital Wound

Usage time: Standard action.

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Choose a living ally you touch. If the target has a vital wound with a vital roll of 0, it treats that vital roll as a 1, preventing it from dying (see Vital Wounds).

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Rank 2: The target can be any ally within Short (30 ft.) range.

Rank 4: The minimum vital roll you can mitigate decreases to -1.

Rank 6: The minimum vital roll you can mitigate decreases to -2.

Minor Life Infusion

Usage time: Standard action.

Swift

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You regain two hit points. This healing cannot increase your hit points above half your maximum hit points.

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Rank 2: The healing increases to four hit points.

Rank 4: The healing increases to eight hit points.

Rank 6: The healing increases to sixteen hit points.

11.25.2 Rank 1 Spells

Healer’s Intuition

Rank 1

Usage time: Standard action.

Attune

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If you have Medicine as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

Inflict Wound

Rank 1

Usage time: Standard action.

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Make an attack vs. Fortitude against one living creature within Short (30 ft.) range.

Hit: 1d6 damage +1 per 2 power. If the target loses hit points from this damage, it takes the damage again.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Lifegift

Rank 1

Usage time: Standard action.

Attune

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You gain a +4 enhancement bonus to your maximum hit points.

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Rank 3: The bonus increases to +8.

Rank 5: The bonus increases to +16.

Rank 7: The bonus increases to +32.

Lifesense

Rank 1

Usage time: Standard action.

Attune

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You gain lifesense with a 60 foot range, allowing you to sense the location of living things without light (see Lifesense).

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Rank 3: The range increases to 75 feet.

Rank 5: The range increases to 90 feet.

Rank 7: The range increases to 120 feet.

Lifesteal Grasp

Rank 1

Usage time: Standard action.

Cost: One optional fatigue level (see text).

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You must have a free hand to cast this spell.

Make an attack vs. Fortitude against a living creature you touch.

Hit: 1d6 damage +1 per power. If the target loses hit points, you can increase your fatigue level by one. When you do, you regain 1d6 hit points +1 per 2 power at the end of the round. This healing does not have the Swift tag, so it applies after attacks during the current phase.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Lifetap

Rank 1

Usage time: Standard action.

Attune

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You must be alive to cast this spell.

Whenever you cast or attack with with a damaging spell that does not have the Sustain or Attune tags, you can choose to enhance it. You can choose to apply this enhancement after seeing the attack roll result, but before rolling damage. If you do, the spell deals 1d6 energy extra damage when it deals damage for the first time. In addition, the spell can target objects and nonliving creatures as if they were living creatures. However, you also lose 2 hit points.

You can increase this hit point loss to be equal to your maximum hit points. If you do, you gain a +5 accuracy bonus with the attack. Since you can choose to apply this enhancement after seeing the attack roll result, you can cause a missed attack to hit in this way.

After you enhance a spell in this way, this effect ends.

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Rank 3: The extra damage increases to 2d6, and the hit point loss increases to 4.

Rank 5: The extra damage increases to 4d6, and the hit point loss increases to 8.

Rank 7: The extra damage increases to 8d6, and the hit point loss increases to 16.

Lifetap Ward

Rank 1

Usage time: Standard action.

Attune

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You gain a +8 enhancement bonus to your damage resistance. However, you take a -4 penalty to your hit points.

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Rank 3: The bonus increases to +16, but the penalty increases to -8.

Rank 5: The bonus increases to +32, but the penalty increases to -16.

Rank 7: The bonus increases to +64, but the penalty increases to -32.

Restoration

Rank 1

Usage time: Standard action.

Swift

Cost: One fatigue level from the target.

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Choose yourself or a living ally within Short (30 ft.) range. The target regains 1d8 hit points +1 per power.

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The healing increases by +2 for each rank beyond 1.

Retributive Lifebond

Rank 1

Usage time: Standard action.

Attune (deep)

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Whenever an enemy within a Medium (30 ft.) radius emanation from you causes you to lose hit points, make a reactive attack vs. Fortitude against it.

Hit: 1d10 damage.

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The damage increases by +1 for each rank beyond 1.

11.25.3 Rank 2 Spells

Corpse Explosion

Rank 2

Usage time: Standard action.

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Choose one Small or larger corpse within Medium (60 ft.) range. Make an attack vs. Reflex against everything within a Small (15 ft.) radius from the corpse. You gain a plus1 accuracy bonus for each size category by which the corpse is larger than Medium. The corpse is also destroyed.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 2.

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You violently discharge the latent magical potential within a corpse, causing it to explode.

Lifesight

Rank 2

Usage time: Standard action.

Attune

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You gain lifesight with a 30 foot range, allowing you to see living things without light (see Lifesight).

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Rank 4: The range increases to 45 feet.

Rank 6: The range increases to 60 feet.

Lifesteal

Rank 2

Usage time: Standard action.

Cost: One optional fatigue level (see text).

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: 1d6 damage +1 per 2 power. If the target loses hit points from this damage, you can increase your fatigue level by one. When you do, you regain 1d8 hit points +1 per 2 power at the end of the round. This healing does not have the Swift tag, so it applies after attacks during the current phase.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Lifetap Slash

Rank 2

Usage time: Standard action.

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You must be alive to cast this spell.

Make an attack vs. Armor against something within Medium (60 ft.) range. Whether the attack hits or misses, you lose hit points equal to half your power. Alternately, you can choose to gain a vital wound instead. If you do, you gain a +5 accuracy bonus with the attack.

Hit: 1d8 damage +1 per power.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Wall of Death

Rank 2

Usage time: Standard action.

Barrier, Sustain (attuneable, minor)

Cost: After you use this ability, you briefly cannot use it or any other Barrier ability.

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You create a Medium (30 ft. long) wall of death within Medium (60 ft.) range. Whenever a living creature passes through the wall, you make a reactive attack vs. Fortitude against it. In addition, when you cast this spell and during each of your subsequent actions, make an attack vs. Fortitude against any creature currently sharing space with it. Generally, this is only possible for Large or larger creatures. You can only attack a given target with this spell once per phase.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Wellspring of Life

Rank 2

Usage time: Standard action.

Attune

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Whenever you regain hit points, you regain the maximum possible number instead of rolling.

Withering

Rank 2

Usage time: Standard action.

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Make an attack vs. Fortitude with a +3 accuracy bonus against one creature within Medium (60 ft.) range.

Hit: As a condition, the target’s body withers. It takes a -2 penalty to its Fortitude defense, and it cannot regain hit points or damage resistance. Whenever it loses hit points, this penalty increases by 2. This stacks up to a maximum total penalty of -10.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 2.

11.25.4 Rank 3 Spells

Lifebomb

Rank 3

Usage time: Standard action.

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When you cast this spell, your life energy begins to surge. During your next action, make an attack vs. Fortitude against all living enemies within a Medium (30 ft.) radius from you. If you are at full hit points, you gain a +2 accuracy bonus with this attack.

Hit: 1d6 damage +1 per power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Lifetap Blast

Rank 3

Usage time: Standard action.

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You must be alive to cast this spell.

Make an attack vs. Reflex against everything within a Medium (30 ft.) cone from you. Whether the attack hits or misses, you lose hit points equal to half your power. Alternately, you can increase this hit point loss to be equal to your maximum hit points. If you do, you gain a +5 accuracy bonus with the attack.

Hit: 1d8 damage +1 per power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Mass Lifegift

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the lifegift spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 5: The bonus increases to +8.

Rank 7: The bonus increases to +16.

Mass Lifesense

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the lifesense spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 5: The range increases to 90 feet.

Rank 7: The range increases to 120 feet.

Sanguine Bond

Rank 3

Usage time: Standard action.

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: 1d6 damage +1 per power. If it takes damage, the target’s life becomes linked to yours as a condition. At the end of each subsequent round, if you lost hit points during that round, the target takes 1d6 damage +1 per power.

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The attack’s accuracy increases by +1 for each rank beyond 3.

11.25.5 Rank 4 Spells

Circle of Death

Rank 4

Usage time: Standard action.

Sustain (minor)

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You create a zone of death in a Small (15 ft.) radius zone within Short (30 ft.) range. When you cast this spell, and during each of your subsequent actions, make an attack vs. Fortitude against all living creatures in the area.

Hit: 1d6 damage +1 per power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Circle of Life

Rank 4

Usage time: Standard action.

Sustain (standard), Swift

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You create a zone of life energy in a Small (15 ft.) radius around your location. When you cast this spell, and during each of your subsequent actions, each living creature in the area regains 1d10 hit points plus 1d6 per 3 power. This cannot increase a target’s hit points above half its maximum hit points.

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The healing increases by 1d6 for each rank beyond 4.

Empowered Restoration

Rank 4

Usage time: Standard action.

Swift

Cost: One fatigue level from the target.

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Choose yourself or a living ally within Short (30 ft.) range. The target regains 2d8 hit points plus 1d8 per 3 power.

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The healing increases by 1d8 for each rank beyond 4.

Mass Lifesight

Rank 4

Usage time: Standard action.

Attune (target)

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This spell functions like the lifesight spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 6: The range increases to 60 feet.

Mass Wellspring of Life

Rank 4

Usage time: Standard action.

Attune (target)

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This spell functions like the wellspring of life spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Massive Retributive Lifebond

Rank 4

Usage time: Standard action.

Attune (deep)

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Whenever an enemy within a Huge (90 ft.) radius emanation from you causes you to lose hit points, make reactive attack vs. Fortitude against it.

Hit: 2d10 damage.

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The damage increases by 1d6 for each rank beyond 4.

Mighty Lifesteal Grasp

Rank 4

Usage time: Standard action.

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This spell functions like the lifesteal grasp spell, except that the damage increases to 1d8 damage plus 1d8 per 2 power, and the healing increases to 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Vital Endurance

Rank 4

Usage time: Standard action.

Attune

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Whenever you gain a vital wound, you may choose to ignore its vital wound effect (see Vital Wounds). You are still considered to have the vital wound, and it still provides the normal -2 penalty to future vital rolls.

You can only ignore the effects of one of your vital wounds in this way. If you gain a new vital wound, you can choose to either ignore the new vital wound effect or continue ignoring the old vital wound effect. You can make this choice after learning the vital roll for the new vital wound.

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Rank 6: You can ignore two vital wound effects.

11.25.6 Rank 5 Spells

Cure Vital Wound

Rank 5

Usage time: Standard action.

Cost: Three fatigue levels from the target.

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Choose yourself or a living ally within Medium (60 ft.) range. The target removes one vital wound.

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Rank 7: The target can remove two vital wounds. If it does, the cost increases to six fatigue levels from the target.

Deathtouch

Rank 5

Usage time: Standard action.

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You must have a free hand to cast this spell.

Make an attack vs. Fortitude against a living creature you touch.

Hit: 1d8 damage plus 1d8 per 2 power. If the target has no remaining damage resistance, this damage is maximized. When you kill a creature with this ability, you briefly gain a +2 accuracy bonus.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mighty Inflict Wound

Rank 5

Usage time: Standard action.

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This spell functions like the inflict wound spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mighty Lifetap Slash

Rank 5

Usage time: Standard action.

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You must be alive to cast this spell.

Make an attack vs. Armor against something within Medium (60 ft.) range. Whether the attack hits or misses, you lose hit points equal to your power. Alternately, you can increase this hit point loss to be equal to your maximum hit points. If you do, you gain a +5 accuracy bonus with the attack.

Hit: 1d8 damage plus 1d8 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 5.

11.25.7 Rank 6 Spells

Mass Vital Endurance

Rank 6

Usage time: Standard action.

Attune (target)

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This spell functions like the vital endurance spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Massive Lifebomb

Rank 6

Usage time: Standard action.

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This spell functions like the lifebomb spell, except that the radius increases to a Large (60 ft.) radius from you, and the damage increases to 1d6 damage plus 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Massive Wall of Death

Rank 6

Usage time: Standard action.

Barrier, Sustain (attuneable, minor)

Cost: After you use this ability, you briefly cannot use it or any other Barrier ability.

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This spell functions like the wall of death spell, except that the damage increases to 1d6 damage per 2 power. In addition, the area increases to a Large (60 ft. long) wall, and the range increases to Long (90 ft.) range.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Mighty Corpse Explosion

Rank 6

Usage time: Standard action.

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This spell functions like the corpse explosion spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 6.

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You violently discharge the latent magical potential within a corpse, causing it to explode in a shower of guts and gore.

Mighty Lifesteal

Rank 6

Usage time: Standard action.

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This spell functions like the lifesteal spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power, and the healing increases to 1d8 plus 1d8 per 2 power.

Mighty Lifetap Blast

Rank 6

Usage time: Standard action.

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You must be alive to cast this spell.

Make an attack vs. Reflex against everything within a Large (60 ft.) cone from you. Whether the attack hits or misses, you lose hit points equal to your power. Alternately, you can increase this hit point loss to be equal to your maximum hit points. If you do, you gain a +5 accuracy bonus with the attack.

Hit: 1d8 damage plus 1d8 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 6.

11.25.8 Rank 7 Spells

Avasculate

Rank 7

Usage time: Standard action.

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: If the target has no remaining damage resistance, it takes damage equal to half its maximum hit points. The damage dealt this way cannot exceed your own maximum hit points.

Massive Circle of Death

Rank 7

Usage time: Standard action.

Sustain (minor)

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You create a zone of death in a Large (60 ft.) radius zone within Medium (60 ft.) range. When you cast this spell, and during each of your subsequent actions, make an attack vs. Fortitude against all living creatures in the area.

Hit: 1d6 damage plus 1d6 per 2 power.

Miss: Half damage.

Mighty Retributive Lifebond

Rank 7

Usage time: Standard action.

Attune (deep)

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Whenever an enemy within a Medium (30 ft.) radius emanation from you causes you to lose hit points, make a reactive attack vs. Fortitude against it.

Hit: 7d8 damage.

Total Restoration

Rank 7

Usage time: Standard action.

Swift

Cost: One fatigue level from the target.

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Choose yourself or a living ally within Short (30 ft.) range. The target regains 1d10 hit points plus 1d10 per power.